G V 





Class __C-_Vizs:? 

o 
Book-_A_^_fe 

Copyright W. 



COPYRIGHT DEPOSIT. 



A PRIMER OF SKAT 



istij) 



A PRIMER OF 

SKAT 




A. ELIZABETH WAGER-SMITH 




PHILADELPHIA & LONDON 
J. B. LIPPINCOTT COMPANY 

1907 



LIBRARY of CONGRESsI 
Two Copies Reeetved 

APR 24 ld07 

Jf •epyriglit Entry 
CUSS A KXCm n/. 

' 7 V^ '^f^J. 



\ 



r\ 






Copyright, 1907 
By J, B. LiPPiNcoTT Company 



Published in April, 1907 



Electrotyped and Printed by J. B. Lippincott Company, 
Washington Square Press, Philadelphia, U. S. A. 



CONTENTS 



PAGE 

Introduction vii 

Lesson I. Synopsis op the Game 9 

Lesson II. Arranging the Cards — The Provocation .... 14 

Lesson III. Announcement op Game .... 16 

Lesson IV. The Score-Card 18 

Lesson V. How to Bid 20 

Lesson YI. How to Bid (Concluded) 25 

Lesson VII. The Discard 29 

Lesson VIII. The Player, as Leader 30 

Lesson IX. The Player, as IMiddlehand and Hinderhand . 35 

Lesson X. The Opponents. 36 

Lesson XL A Game for the Beginner 40 

Lesson XIL Keeping Count 42 

Table op Values 44 

Rules of the Game — Penalties 45 

Glossary of Terms 49 

References 52 

The German Cards 52 

Score-Cards 53-64 



INTRODUCTION 

Skat is often called complex, but it has the '* complexity 
of the machine, not of the tangled skein. ' ' Its intellectual 
possibilities are endless, and no card game. Whist not ex- 
cepted, offers such unlimited opportunity for strategic play 
and well-balanced judgment. 

Thoroughly democratic, it was the first game introduced 
to an American audience wherein the knavish Jacks took 
precedence of the " royal pair "; and from this character- 
istic Euchre was evolved. 

At that time the American card-mind was not sufficiently 
cultivated to receive Skat. It required many years of scien- 
tific Whist, the enthusiasm of Bridge, and the sensationalism 
of Poker to prepare the way for this glorious German 
game. 

This Primer is designed to teach the alphabet of the 
game to beginners, from whence they may advance to a 
higher class. 

A. E. W.-S. 



Vll 



PRIMER OF SKAT 



LESSON I. 



A SYNOPSIS OF THE GAME 

Skat is a game for three players. If four wish to join 
the game, the non-player has the first deal. If five wish to 
join, the dealer gives cards to the two players at his left 
and the player at his right hand. 

Each game is complete in one deal. 

The number of games to be played is decided by mutual 
agreement, but each player must have an equal number of 
deals. 

The scorer sits at the right of the first dealer. When 
he has dealt, the round of deals is complete. 

The score is individual, plus or minus. 

The player who names the game to be played is called the 
''Player." The two who unite their forces to defeat him 
are called the ''Opponents" (or the "Partners"). 

The "Eldesthand" (at the left of the dealer) is called 
the "Forehand" (or "Vorhand"). The player on his left 
is the "Middlehand" (or "Mittelhand"). The dealer is 
the "Hinderhand" (or "Hinterhand"). When four or 
when five players join the game, the Hinderhand is at the 
right of the dealer. 

9 



10 PRIMER OF SKAT 

There are thirty-two cards in a Skat pack, the 7 's being 
the lowest. 

The table is thus formed: The cards are shuffled and 
spread on the table, each player drawing one. The one 
who draws the lowest card is the dealer. The next lowest 
sits at the dealer's left hand, and the next lowest at his 
left, until all are seated. 

The dealer shuffles and the cards are cut as in other 
games. The dealer gives cards to the players in the order 
above stated, three cards to Forehand, three to Middle- 
hand, three to Hinderhand; then two cards, face down, to 
the table. This pair of cards is called ''The Skat." He 
then deals four to each player in the same order, then three 
to each player, making ten in each hand. 

The non-players, each deal, must maintain silence, or 
incur a penalty. They partake of the fortune of the Oppo- 
nents, the Player alone scoring, whether a winner or a 
loser. 

The cards rank as follows: Jack Clubs, Jack Spades, 
Jack Hearts, Jack Diamonds, Ace, 10, King, Queen, 9, 
8, 7 of the trump suit. 

Whatever the trump may be, the four Jacks take prece- 
dence of all other cards, and in the above order, always, 
losing their identities as suit cards. 

In one game only, called Nullo, the cards rank as in 
Whist, thus: Ace, King, Queen, Jack, 10, 9, 8, 7. There 
is no trump when Nullo is played. 

In Skat, tricks do not count; only points count, as 
explained below. 

There are 120 points in each deal, and the Player must 
take at least 61 points to win. 



A SYNOPSIS OF THE GAME 11 

The points are thus computed: 

Ace is valued at 11 points. 

Ten is valued at 10 points. 

King is valued at 4 points. 

Queen is valued at 3 points. 

Jack is valued at 2 points. 

making 30 points in each suit, or 120 points in all. 

The 9, 8, 7 are " voids," of no numerical value. 

The learner vrill observe that although the Jacks have 
the highest ranking value, their numerical value is lowest. 

The games for which the players bid, with the basis 
'<value of each, follow: 

Basis value. 

Diamonds 5 

Hearts 6 

Spades 7 

Clubs 8 



Tourn^e - 



r Diamonds 9 

Solo^ Hearts 10 

I Spades 11 

i. Clubs 12 

Tournee Grando 12 

Grando 16 

Grando Ouvert 24 



Value of game. 

Nullo 20 

Nullo Ouvert 40 

Ramsch minus 20 

The games above are placed in order of their value when 
bidding by suits. In the American game the custom of 
bidding by numbers instead of suits has become popular, 



12 PRIMER OF SKAT 

and that method alone will be used in this Primer, that 
the beginner may not be confused by two different systems. 
It is, however, an innovation on the original game of 
Skat — possibly an improvement. 

There are some interpolated games which will be ex- 
plained in a separate chapter. Skat is sufficiently intricate 
to absorb the attention of the learner, without burdening 
his mind with unnecessary information. 

These basis values are *' multiplicands," by which the 
scoring value of the game is reckoned, and the learner 
must know them thoroughly or he can not bid intelli- 
gently on his hand. 

Before proceeding to learn how to bid, it will be wise 
for the student to know the routine of the game. 

After the bids are made, the trump is selected, ten 
tricks are taken, and the value of the game is reckoned. 
If the Player has taken 61 points or more, he has ''1 for 
game." If he has 91 points or more, he has " 1 for game, 
and 1 for Schneider." If he has taken all the tricks, he 
has *' 1 for game, 1 for Schneider, and 1 for Schwarz," 
making 3 in all. 

But there is another count, depending on the Jack 
Clubs. 

If Player holds Jack Clubs, he is said to be '* with." 
He is '^ with " as many as are in sequence with it {i. e., 
Jack Clubs). 

If he has Jack Clubs, Jack Spades, Jack Hearts, Jack 
Diamonds, he is *' with four " (called ** matadors "), as 
thej^ are in sequence with Jack Clubs. There may be eleven 
matadors if one holds these four Jacks and the Ace, 10, 
King, Queen, 9, 8, and 7 of the trump suit, as they are 



A SYNOPSIS OF THE GAME 13 

all in sequence with the Jack Clubs, but a hand of that 
value is very unusual. 

If one holds Jack Clubs and Jack Hearts without Jack 
Spades, he is '' with 1," as the absence of Jack Spades 
breaks the sequence. 

If one holds Jack Clubs, Jack Spades, and Jack Dia- 
monds, he is " with 2," as the Jack Hearts is absent and 
the sequence is broken. 

In reckoning the game, '' without " is counted the same 
as "with." 

If Jack Clubs is missing from the Player's hand, he is 
*' without " as many as are missing in sequence with it. 

If one holds Jack Spades accompanied or unaccom- 
panied by the red Jacks, he is " without 1," — i. e., Jack 
Clubs. If he has Jack Hearts as his highest Jack, he is 
" without 2." If he has Jack Diamonds as his only 
Jack, he is " without 3." If he has no Jack, and has the 
Ace trump, he is " without 4." If 10 trump is his highest, 
he is " without 5." 

Thus, to recapitulate, if Player holds Jack Clubs, he is 
** with " as many as are in sequence with it. If he has 
not Jack Clubs, he is '' without " as many as are in 
sequence with it to Player's highest trump. 

When the game is finished, and the points in the Play- 
er's hand are counted, if they amount to 61 or more he 
is counted (as above noted) 1 for game. If he has Jack 
Clubs and Jack Spades, for example, he is counted " with 
2," making 3 in all. If the game is Solo Hearts, for ex- 
ample, the multiplicand is 10 (see Table of Basis Values, 
p. 11), and 10 X 3 = 30. Thus, the value of his game is 
30, and -}-S0 is placed to his score. Had his count been 



14 PRIMER OF SKAT 

less than 61, it would have been placed to his score as 
— 30. Whether a winner or a loser, the Player is the 
only scorer on that deal. 



LESSON II. 

ARRANGING THE CARDS — THE PROVOCATION 

Let the learner now return to the deal. The deal con- 
cluded, the advantageous arrangement of the cards is in 
order. As he is not yet aware of the trump suit, the Jacks 
belong to no particular suit. 

The experienced Skat player is a close observer and misses 
no opportunity of gaining an advantage. Many a trick 
has been lost, by a player's changing the position of a 
Jack after the trump has been announced, thereby adver- 
tising to the other players the fact of his holding. The 
learner is advised to realize the value of the Jacks whatever 
their position in the hand. 

If the Jacks are placed commencing with the highest 
nearest the thumb, and the trumps next, another player 
can tell at a glance when you play trumps how many 
Jacks you hold; and when you place your Tournee card, 
he can tell how many higher you hold. This is, however, 
an almost universal method of holding the cards. 

A better way is to place your Jacks in the centre of 
your cards, and there let them remain until played, arrang- 
ing the suits in alternate colors on either side, the smallest 
cards at either end. This will give a different position 
of the suits at each deal, and will prove an advantage. 



THE PROVOCATION 15 



THE PROVOCATION 

When the cards have been dealt, Middlehand is the 
first bidder (or he passes). The lowest bid is 10 (a Dia- 
mond Towrnee, " with 1 "). The bid may be increased, 
but never lessened; therefore, Middlehand bids low at 
first, to ascertain by inference what Vorhand holds, and also 
to conceal the value of his own hand. 

If Vorhand has as good or better than this first bid he 
says, " I retaiix, " implying " I retain the privilege of 
bidding 10 in my own hand." Or, he may simply give 
assent by " Yes," which implies the same thing. 

If Middlehand wishes to go higher, he does so, and 
Vorhand may still retain the privilege of making the trump. 
When Vorhand is outbid and dare not retain that priv- 
ilege longer, he passes, and Middlehand secures the priv- 
ilege thus abandoned by Vorhand. 

Hinderhand then becomes the bidder and must go higher 
than Vorhand has, if he wishes to make the trump. 

If, however, it is Middlehand who is compelled by the 
poverty of his hand to pass, Hinderhand bids and Vorhand 
retains as before. 

Wlien the successful bidder has compelled the others 
to withdraw, he may go as much higher as he pleases, but 
never lower than the highest bid which has been made. 
If he makes more than he bid, he is credited with it ; if he 
has overbid his hand, he loses even though he takes 61 
points. This overbidding will be explained in another 
lesson. 

This method of deciding the game or trump is called 
*' The Provocation of the Game." 



16 PRIMER OF SKAT 

LESSON IIL 

THE ANNOUNCEMENT OF THE GAME 

The Provocation concluded, the trump is announced. 
If it is a Tournee, either one of the Skat cards is turned 
face up on the table, and the suit thus disclosed is trunip 
for that deal. If the card so turned is a Jack, the Player, 
before looking at the other Skat card, is permitted to 
announce Tournee Grando; or he may keep the suit thus 
exposed for the trump. 

The Player then takes both Skat cards into his hand, 
and from these twelve cards discards two, face down, — and 
they are counted with his other tricks after the ten tricks 
are taken. 

If the announced game is Solo, instead of a Tournee, 
the Skat cards must not be examined, but kept face 
down on the table, as the first trick of the Player. 
Whatever points they contain belong to the Player at the 
end of the deal, and any Jack or other cards contained 
therein, which complete a sequence in the Player's hand 
for the '^ with " or " without " count, are considered the 
same as though actually held in the Player's hand, whether 
advantageous or otherwise to the Player's score. 

If the announced game is neither a Tournee nor a Solo, 
but is a Grando, the Skat cards are placed, as in the Solo 
announcement, with the Player's tricks. In Grando, only 
the Jacks are trumps. 

If a Grando Ouvert is announced, all the Player's cards 
are placed face up on the table before a card is led. It is 
an exceptionally valuable hand, not often held. If success- 
ful, Player must take every trick. 



ANNOUNCEMENT OF THE GAME 17 

If the game announced is none of the foregoing, it 
may be a Nullo. In this game, the poorest cards are the 
best for the Player, as the winner of a Nullo must not 
take a trick. If he takes a trick, the game ceases. If he 
takes a trick he scores — 20. There is no multiplier or 
multiplicand in Nullo. In this game the cards rank as 
in Whist, thus: Ace, King, Queen, Jack, 10, 9, 8, 7. 

If the Player makes the game Nullo Ouvert, he places 
his cards face up on the table before a card is led. If he 
succeeds in not taking a trick under such a disadvantage 
he is credited with -j-40. If he takes a trick he scores 
—40. 

If all have refused to bid, and Vorhand declines to make 
a trump, he declares Bamsch must be played. 

In Bamsch, the four Jacks are the only trumps, as in 
GrandOy and the ranking and numerical values of the 
cards are the same as in that game. 

In Bamsch, one avoids taking cards which have numer- 
ical value, as the one who has the greatest number of points 
at the end of the game is scored — 20. If one player 
takes no points, the loser of the game is — 30. If one player 
takes all the tricks he scores — 50. If two of the players 
have the same number of points, the one taking the last 
trick loses. The Skat cards also belong to the winner of 
the last trick. 

Bamsch is the only game where each player is indepen- 
dent, as there is no partnership in this game. 



18 



PRIMER OF SKAT 



LESSON IV. 

THE SCORE-CARD 

The usual score-card of Skat players records only the 
total to date of the last deal. The scorer makes a mental 
calculation, combining the result of the present deal with 
the amount won in previous deals. It is kept in this 
manner : 



A 


B 


c 


D 


+18 


+36 


—20 






—12 


+12 






+68 







A is the successful bidder on the first deal. He an- 
nounces the game as Solo Diamond, and wins 65 points. 
Game 1, *' with 1,'' is 2 ; the basis value is 9 ; 9 X 2 = 18, 
which is scored for A. C is next Player. He announces 
Solo Heart. He takes 60 points and loses. Game 1, ' ' with 
1," is 2 and the basis value is 10; 10 X 2 = 20, which as 
a minus is placed to C's score. B is the next Player and 
announces Solo Club. He takes 82 points. Game 1, *' with 
2, ' ' makes 3, and the basis value is 12 ; 12 X 3 == 36, with a 
plus to B's score. The next Player is B again. He makes 
it Tournee Grando, takes 46 points, and loses. Game 1, 
* * without 3, ' ' makes 4, and the basis value is 12 ; 12 X 4 = 
48, which is minus, as B loses. With a minus of 48 and a 
plus of 36, B 's score is now — 12 ; and that result is placed 



THE SCORE-CARD 



19 



on the score-card. C now makes a game worth +32, leaving 
the result +12 on the score-card. B then is Player again, 
and makes a game of +80, which leaves a result of +68 
to his score. 

By this method, the above table would represent the 
result of the six games, the result only being placed on the 
score-card. 

Notice the more approved method. It will be less con- 
fusing to the beginner who commences his Skat education 
with this Primer: 



"3 


Score 

> 
Total 


"3 

3. 
4. 
6. 


Score 
Total 


1 


Score 
Total 


1 
1 


Score 

a 

Total 


1. 


+18 


+18 


+36 

—48 
+80 


—12 

+68 


;2. 

5. 


-20 
+32 


1 
+12 







By this method one may see without computing how 
many points he has made or lost on each deal, as well as 
the result. If there has been any mistake in combining the 
present score with the previous one, it may be discovered 
and rectified, which was impossible when using the old 
scoring-card. 

At the end of these six deals, if the games are con- 
cluded, the accounts are settled. 

C's score is the lowest, +12, and he consequently owes 
both the other players. A's score is +18, and C owes 
him the value of 6 points. C being +12, and B -\-QS, 
C owes B the value of the difference, 56 points. A is next 



20 PRIMER OF SKAT 

lowest, and owes C nothing, as C owes A. A having +18 
and B +68, A owes B the value of the difference, 50 points. 
B owes no one, as all owe him. B has gained the value of 
50 +56, or 106 points. A has gained the value of 6 points, 
and lost 50 points. C has lost the value of 6 +56, or 62 
points. 

To prove this correct, the plus and minus must equal, 
as thus: 

A —50 and +6 
B +50 and +56 
C — 6 and — 56 
+6 +50 +56 = 112 
_50 —6 —56 = 112 

There are several fanciful methods of counting up the 
score-sheet, but the above is the easiest, and is absolutely 
correct. 



LESSON V. 

HOW TO BID 

After the cards are dealt (as previously stated) Mid- 
dlehand takes the first step in the game. In the German 
game Vorhand courteously inquires of Middlehand if he 
will enter the game by making a bid. But, since Americans 
have adopted Skat and grafted upon its sturdy trunk the 
ungraceful branch of haste, no such waste of time is consid- 
ered necessary, and Middlehand hastens to bid without an 
invitation, or passes, that the game may proceed. 



HOW TO BID 21 

In examining his hand, to decide upon its value before 
bidding, it is best for the beginner to calculate carefully 
what it is worth. The usual fault of the tyro in Skat 
is to value the hand too highly, often thinking six or seven 
trumps a famous hand, whereas it is simply a protection 
against Player, and is valuable only from that point of 
view. 

In the Diamond, Heart, Spade, and Club suits, the 
trumps are as follows: Jack Clubs, Jack Spades, Jack 
Hearts, Jack Diamonds, Ace, 10, King, Queen, 9, 8, 7 
of the suit — eleven trumps in all, and there are seven 
cards of each of the three plain suits. 

In Grando, the trumps are Jack Clubs, Jack Spades, 
Jack Hearts, Jack Diamonds, — four trumps, and seven 
cards in each of the four plain suits. 

In Nullo, there are no trumps, and there are eight cards 
in each of the four suits, in this order of value : Ace, King, 
Queen, Jack, 10, 9, 8, 7. The Jacks are not matadors 
in Nullo, but take their places below the Queen, as in Whist. 

In Ramsch, the four Jacks are the only trumps, as in 
Grando, and the numerical value of the cards is the same 
as in that game. 

It is well to recapitulate these points in examining the 
hand for the purpose of bidding, and note not only how 
many of them the bidder holds, but, what is equally as 
important, how many, and of w^hat value, are against you. 

A game may be lost in two tricks, if they contain cards 
of sufficient numerical value, — sixty points, — although 
Player may take the other eight tricks. Points, not tricks, 
win the Skat game. 

The variation of the number of cards in suit may be 



22 PRIMER OF SKAT 

confusing at first, but the fact must be firmly established 
in the bidder 's mind that he may not miscalculate in making 
his bid. 

The cards arranged, Middlehand commences the Provo- 
cation by bidding, or he passes. Frage, Pass't mir Nicht, 
and Gucksei' being omitted for the present from these' 
instructions to beginners, the lowest bid is the Tournee. 
The lowest Tournee bid is a Diamond (basis value 5) 
*' with 1." Game 1, " with 1," making 2, multiplied by 
Diamond Tournee = 5 (see Table of Values, p. 11), makes 
10. Therefore, as the bidding is by numbers, 10 is the 
lowest bid which can be made. 

Whatever the bidder may intend to play eventually, 
he commences with the lowest bid, as he may bid as much 
higher as he pleases, but a bid once made may never be 
changed to a lower one. It is well, however, to decide 
definitely on his ultimate intentions, or in the excitement 
of the Provocation he may overbid his hand and disaster 
ensue. 

The Tournee Bid. — An uncertain Tournee is more hazard- 
ous than a weak Solo. For although a Player may bid 
10, if he is the successful bidder and takes Tournee, he 
must play the suit he turns, even though he has not a card 
in that suit. Thus, he not only runs the risk of losing game, 
but may be Schneidered, and possibly Sehwarzed. 

If he risks a Tournee make with only two suits in hand 
it will be a rare chance if he wins. A Tournee Player 
should have at least two Jacks and three suits pretty equally 
divided, with the high cards well guarded; or one Jack 
with three or four Aces. 

Here are examples of good Tournee hands : 



HOW TO BID 23 

Jack Clubs, Jack Hearts, Ace and 8 Clubs, 10 and King 
Spades, Ace and King Hearts, Queen and 9 Diamonds. 

Jack Clubs, Jack Diamonds, 10, King, and 7 Clubs, 
Ace, Queen, and 9 Spades, 10 and Queen Hearts. 

Jack Spades, Jack Diamonds, King, Queen, 9, and 7 
Clubs, 10, Queen, and 8 Spades, Ace Diamonds. 

The Ace Diamonds in this hand makes the Tournee 
possible, because if Clubs or Diamonds should be turned, 
the 10 Spades may be placed in the discard. It must be 
remembered that discards belong to the Player's points, 
and contribute to his score. 

If the Player wins a Tournee bid he turns one of the 
Skat cards (either, but only one), and the suit thus disclosed 
is the trump for that deal. Should the card thus disclosed 
be a Jack, he has the privilege of playing Grando, as here- 
after explained. 

After thus exposing the card he takes it into the hand 
and also the other card, and discards two from the twelve 
cards he holds, face down, which are counted with his 
points at the end of the game. In Tournee neither 
Schneider nor Schwarz may be " declared," but they are 
counted if made either for or against the Player. If on 
turning the card. Player foresees he will be Schneidered, he 
may abandon his hand, and not play, thus losing the game 
but saving a Schneider. 

If the turn is a lower suit than he bid on, and he can- 
not make his bid good, he has ^' overbid " his hand, and 
is counted the next higher game, as no Player can lose 
less than he has bid. He may sometimes save the game by 
making a Schneider. 

The Solo Bid. — In playing a Solo, Player may not look 



24 PRIMER OF SKAT 

at the Skat cards until the game is concluded. The points 
therein contained are counted for the Player, and Jacks in 
sequence with those in his hand. 

In considering a Solo make, a Player must note that a 
weak Grando is safer than a weak Solo; for in Grando he 
has but four trumps to reckon with, while in Solo he has 
eleven. -^ 

Having the choice of two Solos, he should play the safest ; 
and having but two suits, of the same length, the one with 
the greater number of small cards is the safer. Of two 
equally safe suits, play the higher one ; of two equally weak 
suits, the lower one. 

Three Aces with two or three 10 's, and four or five 
small cards of the fourth suit constitute a good Solo, with- 
out many matadors. With a hand of that description 
trumps must be drawn at every opportunity. 

The Player must not assume there are trumps in the 
Skat. The observance of this point will often prevent loss. 

It must also be remembered that any Jack found in the 
Skat at the end of the deal, is reckoned as though in the 
Player 's hand. This is one of the contingencies of the game 
which must be met with fortitude ; for should he bid Solo 
** without " matadors, and a missing one be found in the 
Skat, the value of the game would be reduced and the 
Player a loser, for he has ** overbid " his hand. There- 
fore it is a safer make to be ^' with,'* than *' without. '* 

Here is a good Solo hand in Hearts: Jack Clubs, Jack 
Spades, Ace, 10, King, and Queen Clubs, Queen, 9, 8, 7 
Hearts. If with this holding the Player makes it Club Solo, 
he loses. There are four valueless cards, if it is a Club Solo; 
but all the cards are valuable if Solo in Hearts is played. 



HOW TO BID 25 

For hands of this kind the following rule should be remem- 
bered: With two or three Jacks in hand, and two suits 
of equal length, make the weaker suit trumps, and reserve 
the stronger one for forcing high trumps from Opponents' 
hands. 



LESSON VI. 

HOW TO BID {concluded) 

The Grando Bid. — In bidding for Grando, it is easier 
to estimate results than in either Tournee or Solo. The 
four Jacks being the only trumps, as soon as they are drawn 
the plain suits are safe. If either of the Opponents has 
" provoked " to a Solo, he must have a strong suit with 
at least one Jack, probably two. A Grando make in such 
a case must be particularly strong. If, however, both 
Opponents have passed, one may venture on a Grando 
make on one Jack with strength in every suit. In this 
case, he should lead his lone Jack at the first opportunity, 
that his suits may have a chance. If the bidder is Elder- 
hand he may make Grando with a holding he would not be 
justified in bidding on, if he were Middlehand. 

In every game excepting Nidlo, the first leader has a 
decided advantage; and Middlehand has the most difficult 
position in every game. 

This is an example of a Grando hand : Jack Clubs, Jack 
Spades, Jack Hearts, Jack Diamonds, King, Queen, and 7 
Clubs, Ace, 10, and King Diamonds. This hand is *^ with 
4. " If the make was a Diamond, the hand would be * ' with 
7." 



26 PRIMER OF SKAT 

Here is a hand ' ' without 4 " : Ace, 10, and King Spades, 
Ace and 10 Hearts, Ace and 10 Clubs, Ace, King, and 
Queen Diamonds. 

Here is one " with 3 ": Jack Clubs, Jack Spades, Jack 
Hearts, Ace Clubs, Ace, King, Queen, and 9 Hearts, Ace 
Spades, Ace Diamonds. — - 

As in Euchre, where some players are unwilling to play 
other than a ' ' lone hand, ' ' and as in Bridge, where nothing 
will satisfy but a '^ no-trump er, ' ' so in Skat there are 
Players who jeopardize their chances continually by at- 
tempting a Grando, when a 8olo make would net more 
points for their score. The beginner should not cultivate 
this extravagant habit. He should carefully estimate the 
value of his hand as to its capacity for making 61 points 
or more, before making any bid whatever; and then not 
allow himself to be provoked into bidding above its value. 

The ^' provoker " must bid a number which would be 
the result of the multiplication of points by the basis 
value, which is some actual product. Should the turning 
of the Skat card, or the finding of Jacks in the Skat at the 
end of the game, change the value to a lower figure than 
his bid, he is a loser, even though he makes 61 points. 
If, however, it is better than his bid, he is entitled to the 
gain. If he has bid '' without 3 " on a Grando, his bid 
would have been 64. If on looking at the Skat, it is found 
to contain Jack Clubs, he would be '' with 1 " instead of 
*' without 3," which would make his game worth 32 only. 
If he succeeded in making a Schneider it would count but 
48. He has " overbid " his hand (all unconsciously, but 
still must pay the penalty), and is a loser, and the amount 
he bid, 64, is placed as a minus to his score. 



HOW TO BID 27 

The mysterious '' treasure " of the Skat is sometimes a 
veritable boomerang rather than a blessing to the Player. 

The Grando Ouvert Bid. — If Player has the unusual good 
fortune to hold this hand, he places all his cards, face up, 
on the table and plays from them in that position. If he 
wins, the basis value is 24; but he must take every trick 
to be a winner. If he loses a trick, the value of the hand is 
placed as a minus to his score. By announcing he can take 
every trick, he thereby declares Schwarz, and Schneider, 
which makes it the most valuable game in Skat. 

Here is a Grando Ouvert: Jack Clubs, Jack Spades, 
Jack Hearts, Jack Diamonds, Ace, 10, King, and Queen 
Hearts, Ace and 10 Spades. 

In all of these games, if a Player is Schwarz he is not 
allowed to count the Skat cards. 

The Nullo Bid. — Before refusing to bid, holding a poor 
hand, calculate its possibilities as a Nullo. A long suit 
without the 7 is dangerous. The beginner should have at 
least three 7's. If the bidder has only three suits, he may 
risk a Nullo with one high card singleton, for the probabili- 
ties are one of the players is long in that suit and will 
not lead it, and Player may get a discard of it on the suit 
of which he is void. 

Here is a good Nullo hand: 9 and 7 Clubs, Queen, 10, 
8, and 7 Spades, Ace, Queen, 9, and 7 Diamonds. 

Note that in Ntdlo there are eight cards in suit, and no 
trumps. The value of a Nidlo hand is 20, and is not af- 
fected by the Skat. 

The Nullo Ouvert Bid. — The Player must have the 7 of 
every suit he holds in this game. If the Player be Elder- 
hand, he may be safe to declare a Nullo Ouvert even with 



28 PRIMER OF SKAT 

an 8 singleton, but in no other position. Hinderhand is the 
most favorably placed for a Nullo maker. 

Here is an example of a Nullo Ouvert : 9, 8, and 7 Clubs, 
9 and 7 Spades, 9, 8, and 7 Hearts, 9 and 8 Diamonds. 

Ramsch (or General). — If no player will bid, and Elder- 
hand will not name a game, he declares Bamsch must be 
played, and leads. No other player than Elderhand may 
declare Ramsch. 

THE OMITTED GAMES 

Frage (or The Simple Game). — When the bidding was 
by suits, Frage had the lowest count. The Player took 
both Skat cards into the hand without showing them, then 
named the trump, discarding two for the Skat. If he named 
Diamonds, the basis value was 1, Hearts was 2, Spades, 3, 
and Clubs, 4. 

Guckser (or Grand Frage). — The Player takes up both 
cards of the Skat and announces Grando, discards as usual, 
and the basis value is 12. 

Pass't mir Nicht. — The Player turns one of the Skat 
cards without showing it to the Opponents, and without 
mixing it with his cards. If it is a Jack he has the priv- 
ilege of playing a Tournee Grayido, instead of the suit. 
If he does not like the suit, and does not wish to play a 
Tournee Grando, he places the turned card in his hand, and 
turns the other card face up on the table. If this is a 
Jack, he has the same privilege as before; but either this 
second turned suit, or a Tournee Grando must be played. 

If he makes it the suit and wins, it counts as a Tournee 
bid. If he loses, it counts double the basis value against 
him. If he turns a Jack and decides to play a Tournee 



THE DISCARD 29 

Grando, and wins it, the basis value is 12; but if he loses, 
it is 24. 

Nullo Tournee. — If the bidder wins a Tournee bid, and 
turns a 1, he may have the privilege of playing Nullo. The 
count is +10 if won, and — 10 if he takes a trick. The 
*' Nord Amerikanischer Skat Verband," the National Skat 
Association of America, does not recognize the Nullo 
Tournee in its Annual Congress tournaments. 

There are several other variations, played by the students 
of the German Universities, but not known in America. 



LESSON VII. 

THE DISCARD 



If the Player wins a Tournee bid, he takes the two Skat 
cards into his hand, and from the twelve cards he holds, 
discards two to the table, face down. Much depends on 
this discard. Such points as may be contained therein are 
counted for the Player at the end of the game, but that does 
not necessarily imply that he should always place cards of 
numerical value in the Skat. On the contrary they may be 
of more value in his hand. The first thing for the Player 
to remember in selecting two cards for discarding is to 
clear his hand of one suit if possible, in order that he may 
renounce in that suit, or trump. 

If he has poorly guarded 10 's, it is well to discard them, 
that the count be not lost. If he has a 10 with King in 
one suit, and a 10 with Queen, or a low card, in another 



30 PRIMER OF SKAT 

suit, he should discard the latter suit. The count is a trifle 
less, but one trick in the first suit is safe, while in the latter 
no trick is sure. 

If Player has a poorly guarded 10 and a low card, single- 
ton, he should discard the 10 and the singleton. '^ 

If he has King and small in one suit and King and 
Queen in another, he should discard the latter. 

If Player has a long unbroken sequence in a suit, he 
should discard the 10, not the Ace, as the latter would 
betray his weakness. 

It is sometimes necessary for Player to discard Ace or 
10, or both, of trumps, when the turn has been unfortu- 
nate, and he knows they will be captured by the Jacks. 

There are two general rules to guide the Player in dis- 
carding, viz. : First, to rid the hand of cards which are in 
the way, i. e., to strengthen the hand; and second, to 
place in the Skat cards of numerical value which are in 
danger of loss in the hand, i. e., to strengthen the Skat. 

But Player should remember not to discard cards of high 
numerical value if they are trick winners in the hand. 



LESSON VIII. 

THE PLAYER, AS LEADER 



The first lead may make or mar the game, and the rules 
vary with the different games and positions of the players. 
Card instinct is more valuable than any rule. There are 
certain principles, however, which guide the Skat player 
who has become thoroughly conversant with the cards. 



THE PLAYER, AS LEADER 31 

If Elderhand has made the game, the chances are largely 
in his favor, having the lead. 

In the Tournee game, there are eleven trumps and seven 
cards of each of the other three suits. These suits can be 
led but twice at most, before being trumped. Therefore, 
it is essential to draw the trumps to make the suit cards 
good. If you are long in trumps, you can draw Opponents ' 
trumps in two rounds. If you are short in trumps, still 
lead them, as you draw two of Opponents' to every one 
of your own. Even if it may not be advantageous to con- 
tinue leading them, by leading first you conceal your own 
weakness. For rest assured, if your Opponents note you 
do not lead trumps, " Auf die Dorfer gehen " is imme- 
diately ascribed to you, and they will lead and destroy 
your game. 

With a weak hand endeavor to lead, that you may play 
third hand on the following trick. 

To play second is the most dangerous place in the game. 

If you are strong in the make, trump a trick otherwise 
valueless, to get the lead; but if weak, endeavor to play 
third as often as possible. 

In the Solo make, if you are Elderhand, lead trumps 
invariably. Holding the two best Jacks, without Ace or 10, 
the Player should lead first Jack Clubs, then Jack Spades, 
even though he has but three other trumps. For if they are 
equally divided between Opponents, the third lead will 
draw them all ; if unequally, you may catch Ace or 10. 

But, should the Player hold Jack Clubs, Jack Spades, 
Ace, 10, and one small, after leading two matadors, he 
should lead small. 

If Player holds Jack Clubs and no other Jack, with 



32 PEIMER OF SKAT 

Ace, 10, and small cards, he should lead small, as he can 
stop the tramp lead by Opponents with his Jack, and in 
the mean time endeavor to make his scoring cards by 
trumping-in. ~v 

With the three Jacks, not including the best one, he 
should lead Jack Spades first, to endeavor to call Jack 
Clubs. 

With a long suit of trump cards and all the Jacks, play 
Jack Clubs first, then Jack Diamonds. This is a feint 
which is usually successful, as second hand, thinking Jack 
Spades is in his partner's hand, will smear a good card, 
which is Player's gain. 

With Jack Spades and Jack Diamonds, play Jack Dia- 
monds first, as it may draw Jack Clubs and leave Jack 
Spades high. But this will bring disaster if both missing 
Jacks are in one hand. 

If you wish Opponents to smear, lead your low Jack; 
if not, lead your highest. 

If there is a strong trump hand against you, you must 
sacrifice your high suit cards, to invite trumping, that you 
may make your weak trumps on their suits later. 

In the Grando make, if you are Eldesthand, you are 
almost invincible. To have a good Grando, and first lead, 
leaves nothing to be desired in Skat. 

Remember in Grando there are four trumps and seven 
cards in each of the four suits. Of these twenty-eight cards 
two are an unknown quantity, as they are in the Skat. 
You may be playing cautiously against certain cards, and 
find at the close of the deal that they were not in the play. 
In the Tournee, no such condition exists, as you are aware 
of the value of your discards, while your opponents are 



THE PLAYER, AS LEADER 33 

in the dark; but in the Solo, you are all equally ignorant 
of the location of these two cards. The play will sometimes 
disclose their whereabouts, but not always. 

If you hold Jack Clubs and Jack Diamonds, lead the 
Jack Clubs, and if both missing Jacks do not fall, lead your 
longest unbroken suit until it falls. It may be in an 
Opponent's hand, or it may be in the Skat. 

With two Jacks, not Jack Clubs, play your long suit 
sequence, until Opponents' Jacks are drawn. 

In GrandOf with three or four Jacks and a weak suit 
hand, the smearing feint with the lowest Jack will un- 
doubtedly assist in making up your 61 points. 

Another smearing feint of value in an emergency, when 
having an unbroken sequence, is to play middle cards 
(King or Queen), in order to induce Opponent to smear, 
thinking his partner will take the trick. 

Keep in mind these two points: to make 61 points, and 
to remember there are 12 cards of no numerical value. 
They are sometimes of more value in your hand, than 
others would be. 

The leader, having made Nullo, is at a disadvantage. 
If you have a bare 9, or 8, lead it at once, as it will be 
your only chance ; but if you have a bare 7, wait for Oppo- 
nents to lead the suit. 

As Opponents will not lead the suit the Player has led 
in Nullo, if you have a suit you do not wish returned lead 
it. You may get a renounce in it later. 

Never lead from a suit of six cards. The others of the 
suit may be in the Skat, or together in one hand. Having 
to lead from a three-card or a two-card suit, lead the 
latter. 

3 



34 PRIMER OF SKAT 

If Player holds 7, 9, and 10, only, of a suit, lead the 10 
as safest of the three. 

Do not lead from a suit in which you wish to re- 
nounce. ^ 

Remember there are eight cards of each suit in Nullo, 
and no trumps. 

If you are leader in Ramsch, and hold a red Jack, lead it 
at once. 

With this exception, it is better to take tricks with 
high cards, that must take eventually, early in the game. 
If you have a singleton Ace, or King, or 10, lead it. You 
are then ready for a renounce. 

Lead, again, from a long suit, in which you do not hold 
the lowest, until you have the lowest in hand. Otherwise, 
your high cards will be left in your hand at the close of 
the game, to take the last tricks with all that may be 
swarmed upon them, as well as the Skat cards, which 
belong to the winner of the last trick. 

BamscJi has a resemblance to Nullo, but is more difficult. 
It differs from it in that one does not shirk the taking of 
every trick, but uses high cards first, that they may not 
lead to defeat later in the game. 

Remember, in BamscJi, the four Jacks are the onlj'' 
trumps, and there are seven cards in each of the four 
suits, two of them in the Skat. 



THE PLAYER, AS MIDDLEHAND 35 

LESSON IX. 

THE PLAYER, AS MIDDLEHAND 

The Player as Middlehand finds his position materially 
different from that as leader. Besides the foregoing rules, 
he must take into account a variety of special considera- 
tions. Not the least of these is an acquaintance with the 
particular tactics of each Opponent. For the system of 
leading in Skat is flexible and experts in the game differ as 
to the propriety or the value of certain leads. Before the 
learner has gained experience by actual play, a few pointers 
may be used as guide-posts. 

If a plain suit is led, in which Player is strong, win the 
trick, if possible, or Opponents may make two tricks in the 
suit. 

If there are trumps still in play, he should not take the 
trick with a card of high numerical value, but cover with 
the lowest card which will secure it, as it may be trumped 
at third hand. 

The Player should strive to get the lead early in the 
game. 

" Nipping " is practised by the Player at second hand. 
There are two occasions when the ' ' nip ' ' is advisable ; 
where, unless it is used, and succeeds, the game is lost, 
and where the game is a certainty for the Player, and by 
the success of the ' ' nip ' * he may Schneider the Opponents. 

If the Eldesthand leads Queen, and Player sitting second 
hand with Ace, King, plays King instead of Ace, believing 
10 to lie in the Eldesthand, he has attempted a *' nip." 
If successful, he *' nips " the 10 with his Ace on a subse- 
quent round. 



36 PRIMER OF SKAT 

When Eldesthand leads a suit of which Player at second 
hand has none, if Player is weak in trumps, he should 
pass the trick unless of high numerical value. If strong in 
trumps and holding a weak singleton, he should pass. 

If in Grando he trumps too early, he may so shorten 
his trumps as to be unable to establish his suit. 

THE PLAYER, AS HINDERHAND 

Next to the Eldesthand in value to the Player is the 
position of Hinderhand, as may readily be seen. 

A feint in the Solo game which is sometimes successful 
is to throw a King on Ace led, holding Queen and small, to 
prevent Opponents from leading the suit a second time. 

The Player as Hinderhand often succeeds in saving 
weakly guarded or singleton 10 's; or, by the judicious 
discarding of fausses, in winning a weak game. 



LESSON X. 

THE OPPONENTS 



The counter-play is more difficult than the play itself; 
and an Opponent who can successfully direct it is a master 
of the game. 

While it is not necessary for the Player to follow old 
and tried rules, as he may vary them according to his 
judgment, the Opponents, on the contrary, are bound to 
harmonize their play and avoid deceiving one another by 
erratic leads or follows. 



THE OPPONENTS 37 

Leading. — The first important rule for the Partners is 
to weaken the Player in trumps as much as possible, by 
leading high scoring cards for him to rufi: ; or if one Oppo- 
nent is strong in trumps, by leading them. 

The beginner will hesitate about leading high cards to 
be taken by Player 's trumps ; but if he leads low cards, the 
Player will strengthen his hand by throwing off his fausses, 
and Opponents are assisting him to win his game. 

The Opponents must ever seek to keep the Player be- 
tween them, that one may lead, and one play after him. 
These tactics, perseveringly continued, will tax the Player 's 
ingenuity to the utmost, and even with an excellent holding 
he may be a loser. 

If you are an Opponent and must lead to Player at third 
hand, lead your shortest suit (excepting in Grando), and 
lead the highest card of the suit. 

If Player is in the middle, and you at third are compelled 
to take the trick, endeavor to put your partner in the lead, 
to place Player again betAveen the Opponents. 

Always play the suit which your partner has led first; 
and if he has not led but has renounced, lead his renounce. 

It is sometimes necessarj^ to put Player in the lead, 
toward the end of the game, that he may be compelled to 
lead from a weakly guarded 10. To this end lead a low 
trump card which he must take, or a high scoring card 
which he must trump. 

Take care not to embarrass Partner if he is at your left 
by leading through his trump suit. 

You should lead your long suit, if Player has announced 
Orando. 

If you have a long suit and Player has announced 



38 PRIMER OF SKAT 

Totirnee Grando, lead the suit of the turned Jack, as his 
probable weak suit. 

Never lead a singleton if Player has announced Grando. 

In Nidlo, always lead your shortest suits, that you may 
be able to throw off high cards in the other suits. 

Lead trumps always, when Player fails to do so, and 
is seeking to make his game by leading high scoring cards. 
An exception to this rule would be when you and Partner 
have a cross-ruff. 

Smearing {Throwing On). — A general rule for smearing 
is: '' Smear Aces in Tournee, and 10 's in Solo.'' The reason 
for this is the chance a Tournee Player has had of clearing 
his hand of suits wherein he does not hold Aces; and in 
Solo, he may hold a singleton 10, which he has had no op- 
portunity to discard. 

Beginners in Skat (and some others) frequently spoil 
a counterplay by premature smearing, thus clearing suit 
for Player and giving him the game. This should be partic- 
ularly guarded against in Grando. 

Playing and Throwing Off. — ''A Jack on a Jack" is 
a good rule, particularly when the Opponent sits behind 
the Player. It means, he should take the Player's Jack 
with the next higher, to save his Partner's Ace or 10. How- 
ever, if he has the best Jack only, it is advisable not to 
play it the first round. 

It is frequently advisable to throw, as a renounce, a 
singleton weak trump on Player's trick in order to smear 
when Partner takes a trump trick. For the same purpose, 
get rid of a short suit (excepting in Grando). 

An excellent rule, disregarded by the heedless player, is 
to put your highest card on your Partner 's, and your lowest 



THE OPPONENTS 39 

on the Player's trick; for one single point often decides 
the game. That is, if you have King and Queen of a suit, 
play King to Partner 's and Queen to Player 's trick. Follow 
this rule, even with ladons (9 and 7, for instance), as it 
gives information to your Partner. 

Be careful not to weaken your own strong trump hand 
by trumping in, but wait, that you may draw Player's 
trumps ; but with high scoring cards, poorly guarded, and 
weak trumps, trump even empty tricks, in order to smear 
on your Partner 's tricks. 

Keep the suit which your Partner throws off, unless so 
weak as to be valueless. 

The Opponents should strive to give the Player no oppor- 
tunity of throwing off. 

Finessing (Ducking) . — The Opponent should not finesse 
on Partner's lead unless the successful attempt will win 
the game, or save a Schneider. 

At second hand, Opponent with guarded Ace must duck 
where the suit is led by Player, to give trick to Partner, 
placing Player between them. 

The " nip " is practised by Player at second hand, as 
heretofore explained; but the " false nip " is practised 
by the Opponents. If the Player has led a small card, the 
Opponent who holds Ace finesses, to prevent Player from 
clearing the way for a 10 or a King. 

The Opponents should give the Player as little oppor- 
tunity as possible for finessing. 

In Nullo, if your Partner leads a 10, and you have King, 
Queen, and two ladons, duck the 10. 

At second hand, Opponent with a long suit containing a 
7 or an 8, should duck if Player leads the 9. 



40 PEIMER OF SKAT 

In Ramsch, if a Jack is led and you have one higher and 
one lower, duck^ or you may be compelled to take both 
Jack tricks. 



LESSON XL 

A GAME FOR THE BEGINNER 



After mastering the rudiments of the game as taught 
in this Primer, the learner will find a book of illustrative 
games valuable for advanced study. One game, to teach 
him the routine of the Provocation and the play of a deal, 
is appended. 



Eldesthand B / \ C Middlehand 




A 

Dealer and Hinderhand 

Let the learner be A, the dealer, B and C are the other 
players. C holds Ace, 10, King, Queen, and 9 Diamonds, 
Ace, 10, and King Hearts, 9 and 7 Clubs. He is the first 
bidder, and bids 10. B retains the privilege of bidding 
10 for his own make, as before explained. C then 
passes. A then becomes bidder. He holds Jack Clubs, 
Jack Spades, 10, King, Queen, and 8 Spades, Queen, 9, and 
8 Hearts, and 8 Diamonds. He bids 18. B says '* Yes,'' 
indicating that he still retains his privilege. A then bids 



GAME FOR THE BEGINNER 41 

21. B says " I play " (or '' Yes "). A bids 27, B says 
'' Yes." A bids 30. B says '* Yes." A bids 33 (which 
was his intention from the beginning. He is ^' with 2 " 
+ game 1 = 3; basis value of Spade Solo is 11, making 
33). B says *' Yes," and A passes, as he cannot bid 
higher. B makes the trump a Club Solo, and thereby be- 
comes the *' Player." B's cards are Jack Hearts, Jack 
Diamonds, Ace, 10, King, Queen, and 8 Clubs, Ace, 9, 
and 7 Spades. The Skat cards are placed in front of B 
as his first trick. B being Elderhand leads. His lead is 
the Jack Diamonds; C follows suit with 7 Clubs, and A 
with Jack Spades, winning the trick with 4 points for the 
Opponents. A then leads King Spades, B follows with 
Ace Spades, C having no Spade trumps with 9 Clubs, 
making 15 points for Opponents, who have now 19 points. 
C now leads Ace Hearts; A follows with Queen Hearts. 
Now comes the crucial moment. If B trumps this trick he 
loses the game, thus : He trumps with Ace Clubs. He must 
now get Jack Clubs out of the way ; it is the only trump out. 
If it is in the Skat, the 8 will take the trick. He leads the 
8 and C swarms Ace Diamonds, while A follows suit with 
Jack Clubs, making 13 points, or 32 points in all. A now 
leads 10 Spades, B follows suit with 9 Spades, and C 
swarms with 10 Hearts. A captures the trick with 20 
points, making 52 in all. A now leads Queen Spades, 
B must follow with 7 Spades, and C swarms 10 Diamonds, 
making 13 points, or 65 points in all for Opponents, and 
defeating B, as they need but 60 points. They play the 
game to a finish, however. Player B was '* without 2," 
game 1, = 3. Basis value of Club Solo is 12, making 
game worth 36, which is placed as a minus to his score. 



42 PRIMER OF SKAT 

If at tricks 3 and 4 he had played his two weak re- 
nounces, 9 and 7 Spades, he would have won, as follows: 
At trick 3, C leads Ace Hearts, A follows with Queen 
Hearts, and B plays 7 Spades. Opponents now have 33 
points. C leads 10 Hearts, A follows with 9 Hearts, and 
B plays his other renounce, 9 Spades. Opponents now have 

43 points. C now leads 9 Diamonds, A plays 8 Diamonds, 
and B trumps with Ace Clubs. He then leads 8 Clubs as 
before, C swarms Ace Diamonds, and A follows with Jack 
Clubs, making 13 points on the trick, 56 points in all for 
the Opponents. The remaining tricks are B's, the Player's, 
and he therefore wins the game, as his Opponents must 
have 60 points to defeat him. He is scored +36. As 
Opponents have more than 29 points, they are ''out of 
Schneider," and as Player has more than 30 points he is 
not Schneidered. 

The learner should place these three hands on the table, 
face up, and play them as above. It is more advantageous 
to play with the cards than with words. First, learn the 
theory, then practise. 



LESSON XII. 

KEEPING COUNT 



When the student of this Primer becomes an experienced 
Skat player, he will remember each round the following 
interesting data: 

How many points he has taken and how many Opponents 
have. 



KEEPING COUNT 43 

How many trumps have been played, and what trumps 
are still in play. 

If either Opponent is out of trumps, and which Opponent 
it is. 

How many cards of each suit have been played, and how 
many remain in play. 

What high cards of each suit have been swarmed. 

What cards are in the Skat. 

He cannot expect to remember all these facts until he 
has become an adept in the game, but he should commence 
by remembering how many points he has, or else how many 
the Partners have. If he has a strong hand, it is best 
to count his own points; if a weak hand, to count his 
Opponents' points, to see how near to the 61 they are 
reaching. 

A trick once turned down may not be seen after the 
lead to the next trick has been made; therefore, it is well 
to commence practising early to remember the points. 

An excellent method of practising this memorizing of 
the points is to deal three cards face up on the table, 
immediately turning them dowoi, and repeating, mentally, 
the sum of their numerical values. Then deal three more 
cards to an imaginary^ player, then three to himself, repeat- 
ing the amount added to the first trick, and so continue 
until thirty cards are dealt. Continuous practice with only 
a glance at the cards will soon perfect the player in the 
point-counting. 

After this has been accomplished, call one suit trumps, 
and commence as before, noting the trumps which fall and 
their ranking value. 

This practice may be pursued by the learner without 



(0 

u 
o 
•o 

4-* 



\o 



o 



;3 
O 



Wi 

o 



•zJBM.qog •paQ 



•ZJBAvqog 



•japiaunog 'paci 



•japiauqog 



•atuBO 






OO fH< 



•zjt'Avqog 'pad 



•zj^Avqag 



•japiauqog '\OQCL 



•iappuqog 



•atn^o 



- 3 

- O 



T-li-lr-l 



3i 



•zjBAvqog "pad 



■ZJBAvqog 



•aappuqog "pad 



uappuqag 



•atHBO 



^^ 



lO < 






•ziBAvqog •pad 



'ZJ'BM.qOg 



•jappaqog "pad 



•jappuqog 



•auiBO 






iS 



E 

cfl 

o 

u 

(0 



u 

•—4 

OS 

> 



o 

CO 

H 



•zjBMqog '[oad 



•zj-BAvqag 



•jappuqog "pad 



•jappnqog 



•ainB£) 






« 



^i 



ss 



:o 



2?S 



•zjBAV.qog 'pad 



•ZJBMqOg 



•jappuqog "pad 



•japiauqog 



■axuBo 



^^ 



: : : : 


ic «o tor- 








OOQ 
■^00 




: : : : 


too-* op 

CO ^ ** ^ 


.'■* 


n 






t~oeoo 
(Neoeoco 


CO 00 


.s 



"aniBA sfs^a 



44 




o 
c 



a^tunox 



g o > 

^ GO 
-o C o 

rt o P' 

o o c 



•a^ 

93 i 



RULES OF THE GAME 45 

other players, and will be of material assistance when he 
commences to play the game. 

Another beneficial practice is to deal three hands and a 
Skat, making the trump in Eldesthand. Then face all the 
cards and play a game by the usual rules. 



RULES OF THE GAME 



AS AUTHORIZED BY THE NATIONAL SKAT ASSOCIATION OF 

AMERICA 

1. Cards must be dealt in the following order; viz., 
Three— Skat—Four— Three. 

2. Cards must be cut by the player to the right of the 
dealer. 

3. If all the cards are dealt, the game must be played, 
even if the dealing was done out of turn ; in such case the 
next deal must be made by the one who should have dealt 
before, and then proceed as if no misdeal had been made, 
omitting, however, the one who has dealt out of turn ; thus 
each player deals but once during one round. 

4. Bids must be made in number, the value of which 
occurs in some possible game. 

5. Plays or bids below 10 points are not permitted. 

6. In games in which the aid of the Skat is required, the 
Player must discard two cards. 

7. '' Schneider " or ** Schwarz '' cannot be announced 
in any game in which the aid of the Skat is required. 

8. The Skat must not be examined by any participant 



46 PRIMER OF SKAT 

before the end of a game, except by the Player when play- 
ing a game with the aid of the Skat. 

9. In case a card is served face up, a new deal must be 
made. 

10. The Player, to be out of Schneider, must have at 
least 31 points, and must have at least 61 points to win 
his game. The Opponents need but 30 points to Schneider 
the Player and 60 points to defeat his game. 

11. In all games that are played Ouvert, the Player must 
expose his cards and play openly, meaning that he lay 
his ten cards, face up, on the table for the observation of 
his Opponents and play thus from them. 

12. If the Player leads out of turn, or neglects to follow 
suit, such error shall terminate the game, and the game be 
considered as lost. 

13. If the Opponents lead out of turn or neglect to 
follow suit, such error shall terminate the game and the 
value of the game is to be charged to the Player as won. 

14. The Player bidding 10 or more must play some game 
the value of which amounts to the number of points bid by 
him ; and in case he loses the game, he loses its full value, 
according to the table of values. 

15. Uamsch must be played when all players have passed 
or failed to bid. 

16. If the Player has overbid his hand, the next higher 
value of the respective game is counted and charged against 
the Player. 

17. In case the Player, having overbid his hand, plays 
his game and either of the Opponents commits an error, 
the value of such game is credited to the Player and de- 
ducted or charged against the Opponent who made the 
error. 



RULES OF THE GAME 47 

18. Examination of tricks taken or the counting of the 
points of such tricks (except the last trick made) shall 
terminate the play for that deal. 

19. Participants have the privilege of examining the last 
trick taken. (This must be done before the lead to the 
next trick is made. ) 

20. All players must keep their respective tricks in the 
order in which the cards were played, so that each trick 
in a game can be readily traced at the end of the game. 

21. Each game must be plaj^ed to a finish. 

PENALTIES 

1. A misdealer is charged 10 points, and deals again. 

2. In games in which the aid of the Skat is required, the 
Player will be charged the full value of the game if he 
neglects to discard, or discards more or less than two of 
his cards. 

3. If a dealer examines either of the Skat cards before 
or during the progress of a game, he shall be charged 
10 points. 

4. In case a player examines either of the Skat cards 
(without right) before the termination of a game, such 
person shall be charged the full value of the game an- 
nounced, but the opposing person or persons shall have the 
privilege of continuing the game for the purpose of increas- 
ing the value thereof. 

5. If, before a game shall be announced, it is discovered 
that the Skat cards are missing, or they, or any of them, 
are in the possession of or have been seen by any player, the 
dealer shall draw out of the hand of the person having the 



48 PRIMER OF SKAT 

Skat cards, or either one of them, sufficient cards to leave 
said player 10 cards; after which the bidding shall pro- 
ceed as if no mistake had been made. But the player 
causing this proceeding, shall be fined 25 points and is 
forbidden to participate in the bidding and denied the 
opportunity to play any game during this particular deal. 

6. A Player misleading or neglecting to follow suit 
loses the game, but any one of the participants has the 
privilege of having such error corrected and proceeding 
with the game to its end for the purpose of increasing the 
Player's loss. 

7. If either of the Opponents leads out of turn or neglects 
to follow suit, such errors shall terminate the game ; in such 
case the game is won by the Player, but the Player has the 
privilege of having such error corrected and proceeding 
with the game to its end, for the purpose of increasing the 
value of the game. The full value of the game in which 
such error took place shall be charged against the Opponent 
committing such error. 

8. If, during the progress of a game, the Player places 
his remaining cards upon the table and declares his game 
won, but is found to have erred, he shall have lost his game, 
even if he might have obtained all remaining tricks. 

9. If, during the progress of a game, either one of the 
Opponents places his cards upon the table, declaring there- 
by to have defeated the Player's game, all the remaining 
cards belong to the Player, and the Opponent who erred 
shall be charged with the full value of the game. 

10. If a Player declares his game lost and places all his 
remaining cards upon the table, such remaining cards be- 
long to the Opponents, and the Player loses the full value 
of the game. 



GLOSSAEY OF TERMS 49 

11. A Player who examines the tricks taken (except the 
last trick) or counts the points thereof, loses the game an- 
nounced, but either of the Opponents has the privilege of 
insisting on the game's proceeding to its end for the pur- 
pose of increasing the Player's loss. 

12. If either of the Opponents commits the act last men- 
tioned, the Player can insist on proceeding with the game 
for the purpose of increasing its value. The full value of 
the game in such case shall be charged against the person 
committing this act. 

13. In all cases of errors, the points lost by the Oppo- 
nents who erred shall be of the same number as those 
which the Player wins. 



GLOSSARY OF TERMS 

USED IN SKAT, MANY OF THEM HUMOROUS GERMAN IDIOMS 

Auf die Dorfer gehen (^' Visiting the hamlets "), when 
the Player from poverty of trumps leads Aces and 10 's of 
plain suits, instead of trumps. 

Bauern (landowners), the four Jacks, when trumps. 
(Hence, Bowers in the game of Euchre.) 

Buben, the Jacks in Nullo. 

Baus, deuce ; an excellent fellow. 

Discard, cards placed in the Skat, when playing a 
Tournee. 

Ducking, finessing at second hand. 

Einstecken, to trump. 

Eldesthandf the player on the left of the dealer ; Vorhand. 

4 



/ 

/ 

/ 



-4 

r 

60 PRIMER OF SKAT 



Fausse, a worthless card. 

Fehlkartens, cards of no numerical value (9, 8, 7) ; 
ladons; voids. 

Feint, misleading Opponents by false-carding. (Playing 
the lowest of a sequence of Jacks is one method of feinting.) 

Forces, high cards in plain suits. 

Fordern, leading trumps. 

Frage, the question; the simple game. 

Gehar, to deal. 

Grando, the game in which the Jacks only are trumps. 

ninderhand, the player at left of Middlehand. 

Jungfer, a player in RamscJi who takes no trick. 

Kiehitz, an onlooker, not participating in the game. 

Ladons, cards of no value. 

Maiden, see Jungfer. 

Matadors, Jacks and other trump cards in sequence with 
them. 

Mauern (''to lay bricks '')> to play too cautiously, block- 
ing the game. 

Middle cards, King and Queen. 

Middlehand, the player at the left of Eldesthand. 

Nullo, nothing; the game in which Player seeks to lose 
every trick. 

Nipping, finessing at second hand; ducking. 

'' Old One,'' Jack Clubs in Grando. 

Opponents, the two players who unite against the Player. 

Ouvert, open ; cards face up on the table. 

Partners, the Opponents. 

Passat mir Nicht C' Doesn't suit me "), one of the 
Tournee games. 

Player, the player who makes the trump or game. 



GLOSSARY OF TERMS 51 

Provocation, urging the Eldesthand to a higher game, by 
bidding. 

Bamscli (''scramble"), the game played when no one bids. 

Renounce, playing card of another suit, having none of 
suit led. 

Revoke, to fail to follow suit, having suit in hand. 

Schafkopf (" sheepshead "), a Wendish game, from 
which Skat is presumed to have been evolved. 

Sclineiden, to finesse, or hold back. 

Schneider ("to cut "), when Player fails to make more 
than 30 points. 

Schwarz ("to blacken "), when Player fails to take a 
trick. 

Skat ("a treasure "), the two table cards at the dis- 
posal of the Player. (Possibly from Scarto, "I discard.'') 

Smear, to swarm. 

Solo, the game made of suit in hand, without the use of 
the Skat cards. 

Swarm, to throw cards of numerical value to Partner's 
trick. 

Throwing on, swarming. 

Tournee ("to turn over "), the game in which one of 
the Skat cards is turned over to decide the trump. 

Vatermorder (" lady-killer "), a derisive term applied 
to Player who loses his game. 

Vorhand, the Eldesthand. 

Wende-Spiel, Tournee. 

Wenzels, the Jacks. 

Wimmeln, to swarm. 

Zahlen, to pay in chips. 

Zahlkarten, cards of numerical value. 



52 PRIMER OF SKAT 

REFERENCES 

The following authorities have been consulted in pre- 
paring the Lessons of this Skat Primer: 

'^ Illustrirtes Skat-Buch," by A. Hertefeld, formerly 
game-editor of Zlher Land und Meer, and an acknowledged 
card authority throughout Germany. 

Prof. Hoffman, London, England, an authority on Ger- 
man card games. 

Louis Vidal Diehl, New York, author of " The Game of 
Skat." 

The year-books of the Nord Amerikanischer Skat Ver- 
band, the national Skat association. 

Several minor German writers on the game. 



THE GERMAN CARDS 



The cards used in Germany, where Skat was first played 
and which are still used, are symbolical of the seasons of 
the year. They are as follows : 

Griin (green leaves) implies spring-time. Equivalent to 
Spades. 

Herzen (red) implies summer. Equivalent to Hearts. 

Eicheln, or Eckern (brown, acorns), implies autumn. 
Equivalent to Clubs. 

Schellen (golden bells) implies winter (sleighing). 
Equivalent to Diamonds. 



SCOEE-CARD 



53 



SCORE-CARD 



B 



i C I 



D 



54 



SCORE-CARD 



SCORE-CARD 




B 



D I 



SCORE-CARD 



55 



SCORE-CARD 




B 



C ^ 



D 



56 



SCORE-CARD 



SCORE-CARD 



B I 



D 



SCOEE-CARD 



57 



SCORE-CARD 



B I 



EH 



D 



58 



SCORE-CARD 



SCORE-CARD 



B I 

Eh 



o LI *e 

o o 

cc Eh 



SCORE-CARD 



59 



SCORE-CARD 



B 



S D I 



60 



SCORE-CARD 



SCORE-CARD 



B 



ft 



D 



SCORE-CARD 



61 



SCORE-CARD 



A -S 



B I 



D I 



62 



SCORE-CARD 



SCORE-CARD 



B 



D I 



SCORE-CARD 



63 



SCORE-CARD 



B 



D I 



64 



SCORE-CARD 



SCORE-CARD 



B 



s c I 



D 



kP? 24 1907 



->•:%■ 






LIBRARY OF CONGRESS 



020 237 374 4 












^:^^^^ 



